Difference between revisions of "Wand of charming"

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==Strategy==
 
==Strategy==
This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a [[big kobold]], [[orc knight]], and [[orc warrior]] has been robbed their chance to murder a low-to-mid level player this way, instead felling only their own weak allies. Packs of [[killer bee]]s are also a good target for enslavement to avoid being swarmed. Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a highly magic resistant target, consider other options - it might be able to shrug off the effect, but other opponents in the room may not.
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This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a [[big kobold]], [[orc knight]], and [[orc warrior]] has been robbed of their chance to murder a low-to-mid level player this way, instead felling only their own flimsier allies. Packs of [[killer bee]]s are also a good target for enslavement to avoid being swarmed. Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a highly magic resistant target, consider other creatures - that monster might be able to shrug off the effect, but other opponents in the room may not.
  
 
Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more magic resistance), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a [[stash]] somewhere, and forget they ever existed.
 
Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more magic resistance), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a [[stash]] somewhere, and forget they ever existed.
  
If you're a D&D veteran, be aware that unlike in that game, charm effects ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]] in ''Crawl''. However, if the monster you attempt to enslave hates your [[god]], the effect will always fail:
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If you're a D&D veteran, be aware that unlike in that game, charm effects in ''Crawl''' ''can'' work on the [[undead]] and "mindless" monsters like [[jelly|jellies]]. However, if the monster you attempt to enslave hates your [[god]], the effect will always fail:
 
*[[Evil]] or [[unholy]] monsters hate [[good gods]].
 
*[[Evil]] or [[unholy]] monsters hate [[good gods]].
 
*Corporeal [[undead]] and monsters that can cast [[List_of_spells_by_flag#Corpse_violating|corpse-violating]] spells hate [[Fedhas Madash]].
 
*Corporeal [[undead]] and monsters that can cast [[List_of_spells_by_flag#Corpse_violating|corpse-violating]] spells hate [[Fedhas Madash]].
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==Tips & Tricks==
 
==Tips & Tricks==
To get rid of a troublesome monster, charm it, and then [[shout|order it]] to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
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*To get rid of a troublesome monster, charm it, and then [[shout|order it]] to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.
  
 
==History==
 
==History==
Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).
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*Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).
  
 
{{wands}}
 
{{wands}}

Revision as of 17:07, 26 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Type Wand
Name Wand of enslavement
Icon Wand of charming.png
A magical device which causes slavish obedience in a creature.

A wand of enslavement will attempt to charm the creature it hits, temporarily making it fight for you. If used upon the player, you will become confused instead. Targets may resist these effects with magic resistance, and magic immune targets simply ignore them entirely. Unlike summoned monsters, a charmed monster remains charmed when you use the stairs; indeed, if adjacent, it will follow you through the stairs.

Strategy

This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a big kobold, orc knight, and orc warrior has been robbed of their chance to murder a low-to-mid level player this way, instead felling only their own flimsier allies. Packs of killer bees are also a good target for enslavement to avoid being swarmed. Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a highly magic resistant target, consider other creatures - that monster might be able to shrug off the effect, but other opponents in the room may not.

Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more magic resistance), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a stash somewhere, and forget they ever existed.

If you're a D&D veteran, be aware that unlike in that game, charm effects in Crawl' can work on the undead and "mindless" monsters like jellies. However, if the monster you attempt to enslave hates your god, the effect will always fail:

Tips & Tricks

  • To get rid of a troublesome monster, charm it, and then order it to retreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.

History

  • Prior to 0.15, monsters could not use this wand (though players could still confuse themselves with it).
Wands
Acid / Light / QuicksilverIceblast / RootsCharming / Paralysis
DiggingFlameMindburstPolymorph